End-to-end principleThe end-to-end principle is a design framework in computer networking. In networks designed according to this principle, guaranteeing certain application-specific features, such as reliability and security, requires that they reside in the communicating end nodes of the network. Intermediary nodes, such as gateways and routers, that exist to establish the network, may implement these to improve efficiency but cannot guarantee end-to-end correctness.
Data managementData management comprises all disciplines related to handling data as a valuable resource. The concept of data management arose in the 1980s as technology moved from sequential processing (first punched cards, then magnetic tape) to random access storage. Since it was now possible to store a discrete fact and quickly access it using random access disk technology, those suggesting that data management was more important than business process management used arguments such as "a customer's home address is stored in 75 (or some other large number) places in our computer systems.
Squid (software)Squid is a caching and forwarding HTTP web proxy. It has a wide variety of uses, including speeding up a web server by caching repeated requests, caching World Wide Web (WWW), Domain Name System (DNS), and other computer network lookups for a group of people sharing network resources, and aiding security by filtering traffic. Although used for mainly HTTP and (FTP), Squid includes limited support for several other protocols including Internet Gopher, Secure Sockets Layer (SSL), Transport Layer Security (TLS), and Hypertext Transfer Protocol Secure (HTTPS).
Video game developmentVideo game development (or gamedev) is the process of developing a video game. The effort is undertaken by a developer, ranging from a single person to an international team dispersed across the globe. Development of traditional commercial PC and console games is normally funded by a publisher and can take several years to reach completion. Indie games usually take less time and money and can be produced by individuals and smaller developers.
Rate limitingIn computer networks, rate limiting is used to control the rate of requests sent or received by a network interface controller. It can be used to prevent DoS attacks and limit web scraping. Research indicates flooding rates for one zombie machine are in excess of 20 HTTP GET requests per second, legitimate rates much less. Hardware appliances can limit the rate of requests on layer 4 or 5 of the OSI model. Rate limiting can be induced by the network protocol stack of the sender due to a received ECN-marked packet and also by the network scheduler of any router along the way.
WebSocketWebSocket is a computer communications protocol, providing full-duplex communication channels over a single TCP connection. The WebSocket protocol was standardized by the IETF as in 2011. The current API specification allowing web applications to use this protocol is known as WebSockets. It is a living standard maintained by the WHATWG and a successor to The WebSocket API from the W3C. WebSocket is distinct from HTTP. Both protocols are located at layer 7 in the OSI model and depend on TCP at layer 4.
YouTubeYouTube, LLC is an American online video sharing and social media platform headquartered in San Bruno, California, United States. Accessible worldwide, it was launched on February 14, 2005, by Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google and is the second most visited website, after Google Search. YouTube has more than 2.5 billion monthly users, who collectively watch more than one billion hours of videos each day. , videos were being uploaded at a rate of more than 500 hours of content per minute.